I've been working on Flee some more, here are few variations, feel free to share your thoughts.

I liked the character design of the small one so I did an edit!:-I made him a bit less robotty, but that's just a personal touch. I like how your guy is more machine-like.-got rid of the dithering and AA you were using because it was making the sprite blurry and didn't add a whole lot.-reduced the palette to four colors and tried to improve the silhouette-used the light source in front of the character to give him some volume

I liked the character design of the small one so I did an edit!:-I made him a bit less robotty, but that's just a personal touch. I like how your guy is more machine-like.-got rid of the dithering and AA you were using because it was making the sprite blurry and didn't add a whole lot.-reduced the palette to four colors and tried to improve the silhouette-used the light source in front of the character to give him some volume

Yeah dithering was a bit unnecessary I'll get rid of it and shading on your version is much better, it gives a real feeling of volume, I'll try to do something more similar to that. I'd like to keep the robot more machine-like, I think that round stomach is what makes your design much more human-like.Thanks a lot for the input, I'll update the sprite and post it here soon

No art is ripped, in case that's unclear, I used a similar technique to their art for the trees though (4x4 meta-canopy tileset)

Things I'm happy with:- tree detail- house detail- most of the paths- character styleThings that I'd improve- path large block tiles look very tiled- door size somehow (its too small, but it takes half the screen otherwise)- make some other grass patches

Characters in this break GBC restrictions because fuck the police. Its not GBC res either.

The thing that bothers me is the path. The setting gives an impression that everything else is taken care of by people, so it's strange why the path looks like it's been neglected for years. Furthermore, there's problems with tile connectivity.